I created an entity in my gamemode named itemprop, and I was wondering why I can’t just ents.Create(‘itemprop’)
Is there a way to register it or something?
I created an entity in my gamemode named itemprop, and I was wondering why I can’t just ents.Create(‘itemprop’)
Is there a way to register it or something?
It should work, if it says that itemprop isn’t a valid entity type then there is an error in the entity’s script.
kk ill see whats wrong. How would I go about debugging the entity script
Simple, when you load up a map look in the console, there will be a lua error about your entity.
Nope, no error… here I will post the entity coding…
init.lua
[LUA]
AddCSLuaFile(“cl_init.lua”)
AddCSLuaFile(“shared.lua”)
include(“shared.lua”)
function ENT:Initialize()
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
self.Entity:SetSolid(SOLID_VPHYSICS)
self.CanUse = true
local phys = self.Entity:GetPhysicsObject()
if phys and phys:IsValid() then phys:Wake() end
self.damage = 10
end
function ENT:OnTakeDamage(dmg)
self.damage = self.damage - dmg:GetDamage()
if (self.damage <= 0) then
local effectdata = EffectData()
effectdata:SetOrigin(self.Entity:GetPos())
effectdata:SetMagnitude(2)
effectdata:SetScale(2)
effectdata:SetRadius(3)
util.Effect("Sparks", effectdata)
self.Entity:Remove()
end
end
function ENT:Use(activator,caller)
if not self.CanUse then return false end
local Owner = self:GetNWEntity(“owning_ent”)
end
function ENT:OnRemove()
local ply = self.Entity:GetNWEntity(“owning_ent”)
if not ValidEntity(ply) then return end
end
[/LUA]
cl_init.lua
[LUA]
include(“shared.lua”)
function ENT:Initialize()
end
function ENT:Draw()
self.Entity:DrawModel()
end
function ENT:Think()
end
[/LUA]
shared.lua
[LUA]
ENT.Type = “anim”
ENT.Base = “base_gmodentity”
ENT.PrintName = “Item Prop”
ENT.Author = “Dorfy”
ENT.Spawnable = false
ENT.AdminSpawnable = false
[/LUA]
Have you placed your entity in lua/entities/itemprop/ ?
yes, I have.
ERROR: attempted to create an unknown entity type
It doesn’t have a model.
Hm, it still shouldn’t screw it up because i set the model before i spawn it. Kinda like, create it set the model etc.
If it’s for a gamemode, the entity goes in here:
gamemodes/yourgamemode/entities/entities/yourentity
Thanks, you fixed it :P. Never really did any work with Entities so this was a big help. xD